Nations of the World 2 Auxiliary Thread - Accepting Substitutes

Hello and welcome to the second edition of Nations of the World! I’ll copy and paste a paragraph from the first one to summarize the game, though if you haven’t played or read the first one, it may be best just to read the entire OP; I’m mostly going to be detailing the changes, rather than what is going to stay the same.

You pick your nation, your color, and you’ll play as the ruler of that nation and guide your country to global domination or to annexation. The game will be broken up into rounds that last 3 months, starting in Winter 2012, and every round you must PM your nation’s actions to me, deciding which I should make public in the round update which I will post every other day and which should be kept secret. Diplomatic agreements can occur on the thread or in PM or shout, but I will not personally broker diplomacy except with NPC nations. The round update will include a world map, a list of all the countries and their public actions, and their GDP per capita, Stability, and Military rankings.

There are three main changes in descending order of importance; the economy is radically different, the Active NPC system, and the removal of hidden rankings without a player attempting to hide them.

The New Economic System

The economy is now based on money (a single currency for simplicity), rather than the arcane system used before. Economic rankings will decide how much income the player receives per round; $50 billion per level of economy. Almost every action costs at least $50 billion, but some cost more; building a fleet of modern stealth bombers might cost $100-150 billion but sending a group of spies into a rival nation would only cost $50 billion. Players are free to exchange money with other players; offering a tribute of $100 billion for a larger nation’s protection would be one example.

To increase the economic ranking of your country, you will need to improve your situation in some way through your actions; gaining rights to an oil field or finding one within your borders, discovering advanced agricultural techniques, and so on. Gains might be temporary or they might be permanent; hosting the Olympics could increase your ranking by one, but when it’s over it might go back down again.

Trade is another large part of the economy; a nation may sign at most 3 trade pacts, and each pact will accrue $50-150 billion depending on the economic ranking of the nation you are trading with; the first three $50, the second three $100, and the richest three $150. When the economic ranking of a nation who is trading with you falls or increases, you and all other nations trading with him will have a 25% chance of experiencing a similar boom. This will carry over; if that nation’s gain causes you to go up in ranking, your trade partners will also have that chance. This will simulate global economic declines and upswings. Trade pacts may only be signed with player or active nations, which brings us to…

The Active NPC System

Every year (4 rounds), three random NPC nations will “activate” which will cause them to play a more active role in the world’s politics; they will have actions and rankings just like a normal player, and they will even try to make alliances or trade pacts with players or other active nations. They will also participate in UN discussions and votes.

This will give the world a more realistic feel, and create more situations for players to respond to and engage in; the stagnation from lack of world events was part of what ended the last game (though my own laziness was equally responsible) and this feature will try to fix that.

Different Ranking System

In the previous game, rankings were sorted by general level (as an example, Small Medium and Large for Military Size) and then they were subdivided (as an example, Miniscule Tiny and Undersized for Small Military Size). Players could only see the general ranking of other players, and they would have to perform espionage to get the full subdivided information.

In Nations of the World 2, all of the subdivisions will be available as free information to everyone, unless a nation chooses to block it in which case no nation will get even an inkling unless they send in spies. The main goal of this is to make things easier on my part; the headache of converting all the subdivisions and such was my least favorite part of maintaining the game.

Each round, every nation will have a 10% chance of getting a random event. They can be good or bad, and they’ll do a variety of things. Superpowers (at game’s start, the USA and China) will have a 25% chance, and they will have a much larger chance of a bad event.

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